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回報翻譯問題
I have to say that immersion is important for me, I want escapism, so immersivity is important to achieve that, so it should be good that games have a good story, a good lore, good characters.
BUT developers should understand when to stop and how much is the best for the game's own good. I want enough detail to get interested and intrigued, but not more than that. Give me more details than that and chances are that I will find something that I don't like about the story or the characters and completely ruin my immersion and my engagement with the game.
Even if there is not any brainwash BS and it is just the developer who is way too much talkative and obsessed with the stories they create, it can be really annoying, of course when one notices brainwash material too it is even worse, but the game would be ruined anyway.
So if a developer is able to keep a good balance and don't push things too far, perfect, I can love a good story, but otherwise stories and character development can be a big problem and very annoying for me.
This is indeed annoying, or when you can't separately adjust music and other sounds in the game, or you can't adjust volume at all. Or that the intro plays at a loud level no matter your settings.
That too. Especially when you play latency-sensitive games with people on the other side of the globe.
A lot of games this gen are guilty of it. Some of them feel as stiff and unrealistic as a PS2 game, but dressed up with better graphics and lots of cutscenes (GOW 2018 I'm looking at you).
Linearity in an open world game is also a problem, as Rockstar kind of forces you into it. Get too close to the enemy during a scripted event? Mission failed. Try to sneak differently? Mission failed. Basically taking an alternate route that isn't what's blatantly in front of you is a mission failed.
Red Dead Redemption 2 is a good game, but the development team could've done better.
Oh god, I play a lot of 7 Days to Die and I absolutely hear you.
I've thought to myself before as this game has changed so much, why on earth hasn't the inventory increased to accommodate the increase in items?
Granted, they've mitigated this with the vehicles and their storage spaces but sometimes I just want to go and nip out to the nearest city, grab a load of essentials and end up having to sacrifice something.
Nicely said.
Plus you can guarantee Sod's Law will happen - you're in need of brass, so you start picking up all the scraps you can find, and you're also getting iron and afew other things. You'll eventually fill your inventory and it will be at THAT point something like a gyrocopter part of auger will turn up.
I always find that weird - do we really need to demonstrate that we know what looking up with the joystick is?
https://i0.kym-cdn.com/photos/images/original/001/125/488/807.jpg
Its not the inventory size that created the problem. It was before you had to hold a button to pick resources up. And when the game got console releases they made everything auto collect.